Deus Ex: Invisible War

As the anticipated sequel to a revered PC title, Deus Ex: Invisible War promises to bring something entirely new to Xbox action games: freedom of choice. It really delivers. Read Review

Following the events of the original Deus Ex the world has entered a period of recovery. In this weakened state, dangerous military groups from around the world have begun plotting global domination and it's your job to fight to ensure that the world can rebuild safely.

Experience an unprecedented level of freedom in Invisible War as players can decide their own unique strategy; choose to fight with guns, negotiate, hack computers or rely on stealth. Obtain a slew of useful tools and biomods, which allow you to run faster, leap 40 ft in the air, see through walls and much more. Breathtaking graphics set a new standard for realism in a First-Person-Shooter.

Latest Articles for Deus Ex: Invisible War

Harvey Smith is a game designer and creative director who has been making games professionally since 1993. He worked at Ion Storm's Austin office from 1998 to 2004, acting as project director of Deus Ex: Invisible War and lead designer on the award winning Deus Ex. Prior to Ion Storm, he worked at Multitude, an Internet startup in San Mateo, CA. There he was lead designer of FireTeam, an innovative tactical squad game that was one of the earliest video games to feature voice-communications between players. Smith started his career at the legendary game company Origin Systems, working there for almost four years. Read More »

I've learned that it's seldom a good idea to harbor inflated expectations, because even the best games can fail to live up to them. But I'm only human, so once in a while a game can still get under my skin and crank up that hype meter to 11. Such has been the case with Deus Ex: Invisible War, and it's not hard to see why. Invisible War is the sequel to Deus Ex, a PC action-RPG sci-fi thriller of uncommon scope which was our game of the year in 2000. More importantly, Invisible War's been developed by Ion Storm Austin, which, helmed by Warren Spector and Harvey Smith, is surely one of the most talented and exciting studios in the business. Given players' colossal expectations, can Invisible War possibly live up to its promise and pedigree? It's a close thing.
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It's Sept. 4th, and the Ion Storm Austin offices are a quiet, intense hive of activity as the staff begins to wrap up development on Deus Ex: Invisible War. In just a few days, the game will enter content-lock, meaning little to no new content will be added; instead, the focus will switch to finding and squashing bugs and other errata. As they prep us for a playtest of the Xbox version, Chief Kibitzer Warren Spector and Project Director Harvey Smith seem pleased with the state of the game.
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It is the morning of February 10th, and I'm sitting in a darkened conference room in Austin, Texas. 28 other writers from around the world are seated around me. The atmosphere is expectant, if a little drowsy. Finally, the last handful of stragglers find their way into the room, cuing a mildly unkempt, thirty-something man to make his way to the front of the audience. This is Harvey Smith, the project director for Deus Ex: Invisible War. If any one person could serve as the walking personification of Invisible War, it would be him. Pulling a Miyamoto, Warren Spector has stepped back into a more supervisory role; the new DX is definitely Harvey's baby. Thankfully, this does not prevent Spector from issuing important edicts like, "We have to maintain our position as the game with the most bathrooms per character."
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Specifications

Release Medium

Features

True Player Choice - the player can select the style of the gameplay they prefer - violence, stealth and puzzle solving can all be used to complete missions; Non-linear gameplay. Go anywhere, explore everything and face the consequences; Use tools and bio-modifications to achieve your objectives with amazing effects - see through walls, run faster than cars, leap 40 ft in the air and fade into the shadows.